Impulse needs to be applied before damage, for gibs#274
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Pull request overview
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This PR changes BaseCarryable.TraceAttack so physics impulse is applied to impacted rigidbodies before damage is processed, enabling impulses to propagate (e.g., into gib chains) prior to damage side-effects.
Changes:
- Apply rigidbody impact impulse before the damage logic runs in
TraceAttack. - Remove the previous post-damage impulse application block.
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This is part 1 of 2 in fixing prop gibs having no velocity.
This bugfix can be applied regardless of if my engine changes go through or not, as its the case for how forceful damage is done elsewhere and stuff (radiusdamage in engine)